Physics for Game Programmers

Physics for Game Programmers

Author: Grant Palmer

Publisher: Apress

Published: 2007-12-27

Total Pages: 458

ISBN-13: 1430200219

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*Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.


Book Synopsis Physics for Game Programmers by : Grant Palmer

Download or read book Physics for Game Programmers written by Grant Palmer and published by Apress. This book was released on 2007-12-27 with total page 458 pages. Available in PDF, EPUB and Kindle. Book excerpt: *Shows how to create realistic action games without assuming college-level Physics (which the majority of gamers won't have); includes necessary physics and mathematics *Ideal for all budding games programmers, with example code in Java, C#, and C *Complements Apress's platform-specific gaming books, like Advanced Java Games Programming and Beginning .NET Games Programming with C#, and the forthcoming Beginning .NET Games Programming in VB.NET *Palmer has strong contacts in the Microsoft Games Division and Electronic Arts, a major gaming producer.


Physics for Game Developers

Physics for Game Developers

Author: David M. Bourg

Publisher: "O'Reilly Media, Inc."

Published: 2002

Total Pages: 348

ISBN-13: 9780596000066

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By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create believable content for computer games, simulations, and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.


Book Synopsis Physics for Game Developers by : David M. Bourg

Download or read book Physics for Game Developers written by David M. Bourg and published by "O'Reilly Media, Inc.". This book was released on 2002 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: By applying physics to game design, you can realistically model everything that bounces, flies, rolls, or slides, to create believable content for computer games, simulations, and animation. This book serves as the starting point for those who want to enrich games with physics-based realism.


Beginning Math and Physics for Game Programmers

Beginning Math and Physics for Game Programmers

Author: Wendy Stahler

Publisher: New Riders

Published: 2004

Total Pages: 508

ISBN-13: 9780735713901

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Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development.


Book Synopsis Beginning Math and Physics for Game Programmers by : Wendy Stahler

Download or read book Beginning Math and Physics for Game Programmers written by Wendy Stahler and published by New Riders. This book was released on 2004 with total page 508 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether one is a hobbyist or a budding game design pro, the objective is probably the same: to create the coolest games possible using today's increasingly sophisticated technology. Through clear, step-by-step instructions, author Wendy Stahler covers the trigonometry snippets, vector operations, and 1D/2D/3D motion designers need to improve their level of game development.


Game Physics Engine Development

Game Physics Engine Development

Author: Ian Millington

Publisher: CRC Press

Published: 2010-07-23

Total Pages: 542

ISBN-13: 0123819776

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Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne


Book Synopsis Game Physics Engine Development by : Ian Millington

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne


Physics Modeling for Game Programmers

Physics Modeling for Game Programmers

Author: David Conger

Publisher:

Published: 2004

Total Pages: 0

ISBN-13: 9781417544615

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Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate a trajectory of a projectile, the reader will actually see a cannon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.


Book Synopsis Physics Modeling for Game Programmers by : David Conger

Download or read book Physics Modeling for Game Programmers written by David Conger and published by . This book was released on 2004 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programmers who want to include 3D math and physics in a game have to wade through physics textbooks and dreary tomes on linear algebra and group theory, only to find that the material is too abstract to be used directly in their games. This book gives readers the skills they want and need to incorporate real physics into their games. As they work through the book, they will constantly develop tools, demos, and working games. The highly graphical demos ensure that instead of just reading about how to calculate a trajectory of a projectile, the reader will actually see a cannon firing rounds toward the front lines. From the successful Game Development series, this book thoroughly addresses the specific needs of game developers.


Game Physics Cookbook

Game Physics Cookbook

Author: Gabor Szauer

Publisher: Packt Publishing Ltd

Published: 2017-03-24

Total Pages: 481

ISBN-13: 1787120813

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Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.


Book Synopsis Game Physics Cookbook by : Gabor Szauer

Download or read book Game Physics Cookbook written by Gabor Szauer and published by Packt Publishing Ltd. This book was released on 2017-03-24 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover over 100 easy-to-follow recipes to help you implement efficient game physics and collision detection in your games About This Book Get a comprehensive coverage of techniques to create high performance collision detection in games Learn the core mathematics concepts and physics involved in depicting collision detection for your games Get a hands-on experience of building a rigid body physics engine Who This Book Is For This book is for beginner to intermediate game developers. You don't need to have a formal education in games—you can be a hobbyist or indie developer who started making games with Unity 3D. What You Will Learn Implement fundamental maths so you can develop solid game physics Use matrices to encode linear transformations Know how to check geometric primitives for collisions Build a Physics engine that can create realistic rigid body behavior Understand advanced techniques, including the Separating Axis Theorem Create physically accurate collision reactions Explore spatial partitioning as an acceleration structure for collisions Resolve rigid body collisions between primitive shapes In Detail Physics is really important for game programmers who want to add realism and functionality to their games. Collision detection in particular is a problem that affects all game developers, regardless of the platform, engine, or toolkit they use. This book will teach you the concepts and formulas behind collision detection. You will also be taught how to build a simple physics engine, where Rigid Body physics is the main focus, and learn about intersection algorithms for primitive shapes. You'll begin by building a strong foundation in mathematics that will be used throughout the book. We'll guide you through implementing 2D and 3D primitives and show you how to perform effective collision tests for them. We then pivot to one of the harder areas of game development—collision detection and resolution. Further on, you will learn what a Physics engine is, how to set up a game window, and how to implement rendering. We'll explore advanced physics topics such as constraint solving. You'll also find out how to implement a rudimentary physics engine, which you can use to build an Angry Birds type of game or a more advanced game. By the end of the book, you will have implemented all primitive and some advanced collision tests, and you will be able to read on geometry and linear Algebra formulas to take forward to your own games! Style and approach Gain the necessary skills needed to build a Physics engine for your games through practical recipes, in an easy-to-read manner. Every topic explained in the book has clear, easy to understand code accompanying it.


Game Physics

Game Physics

Author: David H. Eberly

Publisher: CRC Press

Published: 2004

Total Pages: 846

ISBN-13:

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CD ROM contains a snapshot of the full distribution of source code, documentation and supporting materials located at the Magic Software Inc. website. --Inside cover.


Book Synopsis Game Physics by : David H. Eberly

Download or read book Game Physics written by David H. Eberly and published by CRC Press. This book was released on 2004 with total page 846 pages. Available in PDF, EPUB and Kindle. Book excerpt: CD ROM contains a snapshot of the full distribution of source code, documentation and supporting materials located at the Magic Software Inc. website. --Inside cover.


Physics for Game Developers

Physics for Game Developers

Author: David M Bourg

Publisher: "O'Reilly Media, Inc."

Published: 2013-04-11

Total Pages: 578

ISBN-13: 1449361048

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If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team. Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API


Book Synopsis Physics for Game Developers by : David M Bourg

Download or read book Physics for Game Developers written by David M Bourg and published by "O'Reilly Media, Inc.". This book was released on 2013-04-11 with total page 578 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you want to enrich your game’s experience with physics-based realism, the expanded edition of this classic book details physics principles applicable to game development. You’ll learn about collisions, explosions, sound, projectiles, and other effects used in games on Wii, PlayStation, Xbox, smartphones, and tablets. You’ll also get a handle on how to take advantage of various sensors such as accelerometers and optical tracking devices. Authors David Bourg and Bryan Bywalec show you how to develop your own solutions to a variety of problems by providing technical background, formulas, and a few code examples. This updated book is indispensable whether you work alone or as part of a team. Refresh your knowledge of classical mechanics, including kinematics, force, kinetics, and collision response Explore rigid body dynamics, using real-time 2D and 3D simulations to handle rotation and inertia Apply concepts to real-world problems: model the behavior of boats, airplanes, cars, and sports balls Enhance your games with digital physics, using accelerometers, touch screens, GPS, optical tracking devices, and 3D displays Capture 3D sound effects with the OpenAL audio API


AI for Game Developers

AI for Game Developers

Author: David M Bourg

Publisher: "O'Reilly Media, Inc."

Published: 2004-07-23

Total Pages: 392

ISBN-13: 1449333109

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Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.


Book Synopsis AI for Game Developers by : David M Bourg

Download or read book AI for Game Developers written by David M Bourg and published by "O'Reilly Media, Inc.". This book was released on 2004-07-23 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for the novice AI programmer, this text introduces the reader to techniques such as finite state machines, fuzzy logic, neural networks and many others in an easy-to-understand language, supported with code samples throughout the text.


Introduction to Game Physics with Box2D

Introduction to Game Physics with Box2D

Author: Ian Parberry

Publisher: CRC Press

Published: 2013-02-06

Total Pages: 275

ISBN-13: 1466565772

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Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.


Book Synopsis Introduction to Game Physics with Box2D by : Ian Parberry

Download or read book Introduction to Game Physics with Box2D written by Ian Parberry and published by CRC Press. This book was released on 2013-02-06 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by a pioneer of game development in academia, Introduction to Game Physics with Box2D covers the theory and practice of 2D game physics in a relaxed and entertaining yet instructional style. It offers a cohesive treatment of the topics and code involved in programming the physics for 2D video games. Focusing on writing elementary game physics code, the first half of the book helps you grasp the challenges of programming game physics from scratch, without libraries or outside help. It examines the mathematical foundation of game physics and illustrates how it is applied in practice through coding examples. The second half of the book shows you how to use Box2D, a popular open source 2D game physics engine. A companion website provides supplementary material, including source code and videos. This book helps you become a capable 2D game physics programmer through its presentation of both the theory and applications of 2D game physics. After reading the book and experimenting with the code samples, you will understand the basics of 2D game physics and know how to use Box2D to make a 2D physics-based game.